/> /> Thomas Claiborne | Gameplay Programmer - Game Development Portfolio
Thomas Claiborne

"Game developer and programmer passionate about bringing fun to life through gameplay, crafting efficient code that transforms ideas into unforgettable gaming experiences."

About Me

As a 24-year-old gameplay programmer, I've transformed my childhood passion for dreaming up game ideas into a mission of bringing fun to life through code. My expertise in C++ and drive for problem-solving enable me to craft engaging player experiences through intuitive mechanics. From implementing physics-based interactions to designing AI behaviors, I thrive on technical challenges that push gameplay boundaries.

My foundation combines systems programming with a deep understanding of player engagement. I specialize in developing efficient solutions that balance performance with smooth, responsive gameplay mechanics, turning creative ideas into memorable gaming moments.

Full Sail University

Full Sail University

Bachelor's Degree in Game Development

In this comprehensive degree program, I've gained extensive experience in game development fundamentals and advanced concepts. My education has encompassed:

  • Mastering C++ programming for game development, including projects with Unity, Unreal Engine, and direct implementation using Vulkan 3D API
  • Creating 3D renders with Vulkan, developing AI systems, and implementing computer networks
  • Building a server-client console application using Winsock for networking fundamentals
  • Collaborating in Agile development environments, participating in sprint planning, daily standups, and utilizing Git for version control
TheNetVR

TheNetVR

Unity Developer Intern

Working within Unity in collaborative team environments to handle various aspects of our projects. Contributing to development sprints and participating in regular team communications to ensure project success.

Game Programming

4
4 Weeks
Vulkan/EnTT (C++)

Jumping Jack (2024)

Gameplay/Technical Programmer

A school project developed with my team 'Orange Outlaws', built with custom rendering using Vulkan 3D API and EnTT for entity management. Project focused on implementing pixel-perfect collision detection and responsive controls.

1
4 Weeks
Unity (C#)

Era Code (2024)

Gameplay Programmer

A top-down defense shooter created during my first game jam 'Devtober'. Players hold their ground against waves of diverse robot enemies in intense fixed-position combat.

3
4 Weeks
Unity (C#)

Project Elysium (2024)

Gameplay Programmer

A third-person shooter developed with team Vaxis as a school project. Take control of a feisty grandma who unleashes her surprising arsenal against hordes of zombies threatening her turf.

3
4 Weeks
Unity (C#)

Floor Zero (2024)

Gameplay Programmer

A first-person shooter developed with team Vaxis as one of our first Unity projects in school. Players clear enemies floor-by-floor, finding keys to unlock elevator access for vertical progression.

10
2 months
Unreal Engine (C++)

Ascension Zero (2025)

Lead Gameplay Programmer

A third-person fighter RPG where players start as ordinary humans and grow stronger through training and battles, unlocking superhuman abilities and energy control. With full character customization, dungeon-style missions, and a ranking system based on power level, players progress from basic combat to god-like strength.

Back

Jumping Jack

About

A school project developed with my team 'Orange Outlaws', built with custom rendering using Vulkan 3D API and EnTT for entity management. Project focused on implementing pixel-perfect collision detection and responsive controls.

Project Info

Introduction

I worked with Team Orange Outlaws at Full Sail University to transform a top-down shooter into an engaging 2D platformer in just 4 weeks. Working alongside Sebastian Ramirez Bejarano, Jeylon Guidi, and Anthony Tartaglia, we created a game that combines the precise jumping mechanics of "Jump King" with classic platforming elements reminiscent of Mario and Donkey Kong. The project was built entirely using the Vulkan 3D API for rendering and EnTT for entity management, featuring a data-driven design that allows for runtime configuration of game elements.

Technical Implementation

As a Gameplay Programmer for the project, I focused on implementing core gameplay features that would enhance the player experience. A key system I developed was the score and collectibles system, which required precise collision detection and real-time score tracking. Working directly with Vulkan and EnTT, I implemented a system that could efficiently detect coin collections and update the player's score in real-time.

The scoring system required careful integration with our game's entity component system. Each coin needed to be tracked and managed efficiently, with proper collision response and score updating. I developed an optimized approach that could handle multiple coin collections without impacting game performance, while ensuring accurate score tracking and display updates.

Coin Collision Code
Coin Collision Code Snippet
Coin Collection

Camera System Development

One of my key gameplay contributions was the implementation of our camera tracking system. For a platformer where precise jumping is critical, having the right camera behavior is essential to gameplay. I developed a dynamic camera system that smoothly follows the player while maintaining gameplay clarity - a crucial feature for a precision platformer.

The camera system needed to maintain a consistent distance from the player while accounting for the game's 2D nature. I implemented a position-based tracking system that uses the player's coordinates to calculate optimal camera positioning, ensuring players always have a clear view of their landing zones and upcoming platforms. The real challenge came in ensuring smooth movement that felt natural while never interfering with the precise control needed for difficult jumps.

Asset Pipeline Challenges

Working with Blender for the first time presented a unique set of challenges. Our game engine required specific file formats and JSON configurations for models, making the export process particularly complex. Initially, I struggled with issues ranging from missing textures to incorrect model orientations. This led me to develop a deeper understanding of 3D modeling pipelines and asset management.

I spent considerable time learning Blender's export settings and creating a reliable workflow for our UI elements. This experience proved invaluable, as it gave me hands-on experience with the entire asset pipeline, from creation to implementation.

Technical diagram of the camera system
Coin model missing texture and wrong orientation
Technical diagram of the camera system
Coin model with correct texture and orientation

Performance Optimization

One of the most significant technical challenges I faced was optimizing the HUD system. My initial implementation created new entities for each frame update, which quickly led to performance issues. Through careful analysis and profiling, I developed a more efficient approach.

Instead of creating new entities, I implemented a pool of reusable models for the HUD elements. This significantly reduced memory allocation overhead. The system now only updates transforms and swaps meshes when absolutely necessary, such as when the score changes or the player loses a life.

What I Learned

  • Gained hands-on experience with low-level game development using Vulkan API for rendering and EnTT for entity management
  • Developed efficient resource management skills through implementing optimized gameplay systems like score tracking and camera control
  • Mastered 3D model integration pipeline from Blender to game engine, including handling various file formats and JSON configurations
  • Improved problem-solving abilities by overcoming challenges in implementing precise collision detection and responsive player controls
  • Enhanced understanding of performance optimization techniques through the development of efficient gameplay mechanics
  • Learned the importance of thorough planning in game development, especially when working with custom engines and specific technical requirements
Back

Era Code

About

A top-down defense shooter created during my first game jam 'Devtober'. Players hold their ground against waves of diverse robot enemies in intense fixed-position combat, requiring strategic positioning and resource management.

Project Info

Introduction

Era Code is a top-down defense shooter that I developed solo using Unity as part of my first game jam 'Devtober', where developers create and submit a game by the end of October. In this game, players take on the role of a "Decoder" resistance member fighting against the Synthionix corporation, using a unique "DECODE Glove" to generate weapons and abilities. The game combines strategic defensive gameplay with deep progression systems, challenging players to defend their position against waves of synthetic enemies called 'Synthoids'.

Weapon Systems & Combat Design

One of my proudest achievements in this project was designing and implementing a comprehensive weapon system that emphasizes player choice and progression. Each weapon category (SMGs, ARs, pistols, rocket launchers, and LMGs) features unique characteristics including damage outputs, fire rates, and magazine capacities. I implemented a special slot system where the first slot is reserved for pistols with infinite ammo as a reliable fallback option, while the remaining four slots can accommodate any other weapon type, encouraging strategic loadout decisions.

The weapon system includes visual feedback elements such as distinctive bullet tracers for different weapon types, creating a more immersive combat experience. Each weapon's behavior and statistics are fully configurable, allowing for easy balancing and expansion of the arsenal.

Pistol and Sniper Showcase
SMG and LMG Showcase

Economy & Progression Framework

I developed an intuitive economy system centered around "Synthium" - a resource players earn through combat and level completion. This system integrates seamlessly with the weapon shop and progression mechanics, where players can purchase, upgrade, and manage their arsenal. The shop interface dynamically updates to show level-locked weapons, available upgrades, and ammunition stocks, all tied to the player's progression.

The inventory system I crafted maintains persistent data across gaming sessions, tracking unlocked weapons, equipped loadouts, ammunition counts, and currency. This required implementing a robust save/load system that preserves player progress and loadout configurations between levels and game sessions.

Weapon Shop

Dynamic Wave System Architecture

I engineered a flexible wave spawning system that balances complexity with designer usability. The system uses configurable spawn intervals and waypoints, allowing for precise control over enemy spawn timing, locations, and behaviors. Each wave can be customized to create varying intensity levels, from methodical encounters to overwhelming hordes, with clear signaling to players about wave types (normal, horde, or boss waves).

A key optimization I implemented was streamlining the spawn interval configuration. Initially requiring individual enemy spawn definitions, I redesigned the system to use duration-based spawn intervals with frequency controls, significantly improving both system performance and level design efficiency.

Initial concept
Wave One configuration and Level Manager
Initial concept
Wave Two configuration
Final result
Wave Three configuration

Advanced Enemy Behavior System

I developed an efficient enemy pathing system that evolved from a traditional NavMesh approach to a more optimized waypoint-based solution. This not only reduced level setup time and memory usage but also provided more precise control over enemy movement patterns. The system uses predefined paths from spawn points to attack positions, creating natural-looking enemy advancement patterns.

To solve the challenge of enemy clustering, I implemented a sophisticated attack point system with front and back row positions. This system includes a queue-based position management algorithm that ensures enemies naturally spread out along the defensive wall, creating more tactical combat scenarios while maintaining performance with large enemy counts.

Visual on enemy waypoint and scatter behavior

What I Learned

  • Strengthened competency in complex gameplay systems design and implementation while maintaining clean, maintainable code architecture
  • Developed skills in optimizing game systems, transforming complex mechanics into efficient, scalable solutions
  • Gained experience in creating designer-friendly tools and systems that balance flexibility with usability
  • Enhanced problem-solving abilities through iterative development and system optimization
  • Strengthened proficiency in Unity's toolset while building custom gameplay frameworks
  • Learned to effectively manage scope and prioritize features as a solo developer
Back

Project Elysium

About

A third-person shooter developed with team Vaxis as a school project. Take control of a feisty grandma who unleashes her surprising arsenal against hordes of zombies threatening her turf. Features dynamic combat mechanics and unique character progression.

Project Info

Introduction

Working alongside Dennis Bradley and Michael Johnson as team "Vaxis" at Full Sail University, we developed Project Elysium - a third-person zombie shooter with a unique twist. In this action-packed game created over a four-week development cycle, players control a fearless grandmother who must battle through hordes of zombies using an arsenal of weapons to reach Elysium, where her family awaits. The project showcases our ability to blend engaging combat mechanics with character-driven gameplay.

Character Controller Development

As the primary developer for the character control system, I implemented a robust third-person controller that emphasizes smooth player movement and tactical combat positioning. The camera system features an over-the-shoulder perspective with offset positioning for optimal target visibility, dynamically following mouse input while keeping the character model oriented toward the camera's facing direction.

A significant technical achievement was implementing an advanced crouching mechanism with environment awareness. I developed an algorithm that performs real-time overhead collision detection to prevent clipping issues during state transitions. When a player attempts to stand up under an obstacle, the system maintains the crouched state until sufficient clearance is detected, ensuring seamless player movement throughout complex environments.

Third Person Controller Movement
Smart Crouch Demonstration

Weapon System Implementation

The combat system I developed features three distinct weapon slots - melee, pistol, and primary weapon - each offering unique tactical advantages. Melee weapons provide area-of-effect damage, capable of engaging multiple enemies simultaneously at close range. Pistols serve as reliable fallback weapons with infinite ammunition, while primary weapons range from rapid-fire SMGs to precision sniper rifles with penetrating rounds.

I implemented a critical hit system that rewards precision by dealing increased damage and awarding bonus points for successful headshots. Additionally, I developed an aim-down-sights mechanic that adjusts the camera perspective and provides a focused view, giving players better accuracy for landing their shots. Each weapon type, from shotguns with spread patterns to precise sniper rifles, features unique characteristics that affect their combat effectiveness at different ranges.

Showcase using melee, pistol and primary weapons
Critical Shots

Random Weapon System Design

One of the most engaging features I crafted was the random weapons crate system. This interactive element provides players with a chance to obtain powerful weapons through a visually dynamic selection process. The system includes a custom animation sequence showing weapons cycling through the crate before revealing the final selection.

To support this feature, I developed a flexible interaction system that allows for customizable prompts and actions. This system manages player proximity detection, input handling, and provides clear visual feedback for all interactive elements in the game environment.

Random Weapon Crate cycling through weapons

Combat Feedback Systems

To enhance player engagement and provide clear gameplay feedback, I implemented a comprehensive combat feedback system. This includes dynamically spawned damage numbers that appear at randomized positions above enemies, providing immediate visual confirmation of successful hits and damage dealt.

Complementing this, I developed an achievement notification system that displays important events through animated UI elements. These notifications stack elegantly in a vertical layout group, showing various accomplishments like zombie kills, critical hits, and item pickups, each with custom enter and exit animations to maintain visual clarity even during intense combat sequences.

Floating Damage Numbers
Accomplishment notifications

What I Learned

  • Gained extensive experience in developing complex third-person character controllers with environmental awareness
  • Enhanced proficiency in creating modular weapon systems with diverse behavior patterns
  • Developed skills in implementing interactive gameplay elements with clear visual feedback
  • Strengthened understanding of Unity's animation and UI systems through combat feedback implementation
  • Improved ability to create systemic solutions that enhance player experience and gameplay clarity
  • Learned to effectively collaborate in a small team while maintaining code quality and feature delivery
Back

Floor Zero

About

A first-person shooter developed with team Vaxis as one of our first Unity projects in school. Players clear enemies floor-by-floor, finding keys to unlock elevator access for vertical progression. Features procedurally generated levels and challenging combat scenarios.

Project Info

Introduction

Floor Zero represents Team Vaxis' first venture into Unity development, created alongside Dennis Bradley and Michael Johnson. This introductory project served as our foundation in understanding Unity's ecosystem while crafting a first-person shooter. The game challenges players to progress through multiple floors, collecting keys and eliminating enemies before confronting a final boss, demonstrating our ability to implement core FPS mechanics while learning the engine.

Combat System Development

I developed a modular weapon system that forms the core of our combat gameplay. The system features a scroll-wheel weapon selection mechanic and a data-driven weapon configuration framework. Each weapon is fully customizable, allowing for adjustment of models, damage values, ammunition capacity, and reload speeds through a unified configuration system, making it highly extensible for adding new weapons.

The ballistics system I implemented handles projectile behavior with configurable velocities and trajectories, ensuring responsive and satisfying combat encounters. This system's modularity proved valuable for rapid prototyping and balancing of different weapon types throughout development.

Blender workspace showing model setup
Scriptable Object for Gun configurations
Final implementation in game

Interactive Systems Implementation

I engineered an interaction system using raycast technology, creating an intuitive way for players to engage with game objects. The system features a customizable detection radius emanating from the camera's centerpoint, allowing for precise yet forgiving interaction zones. This approach significantly improves player experience by reducing the precision required for interaction while maintaining gameplay integrity.

The system includes a dynamic UI feedback component that displays contextual prompts when players can interact with objects. For key pickups specifically, I implemented a clear feedback system that notifies players of their collection progress through on-screen messages, helping maintain clear gameplay communication.

Interacting with keys

Enemy AI Architecture

The enemy AI system I developed utilizes Unity's NavMesh technology to create dynamic and engaging opponent behaviors. In their patrol state, enemies employ a configurable radius-based roaming algorithm, selecting and navigating to random points within their designated area. This creates organic-feeling movement patterns that make each encounter feel unique.

I implemented three distinct enemy types, each with unique projectile behaviors that create varied combat scenarios. Basic enemies use direct-fire projectiles, while elite enemies employ predictive shooting by calculating player velocity and projectile travel time. The most advanced type features homing projectiles that actively track the player, creating intense combat scenarios that require different dodging strategies.

Enemy AI patrol behavior
Different enemy bullet behaviors

What I Learned

  • Gained foundational understanding of Unity's core systems and workflow
  • Developed skills in implementing configurable game systems and data-driven design
  • Enhanced proficiency in AI pathfinding and behavior state management
  • Learned to create intuitive player interaction systems with clear feedback
  • Improved ability to implement varied enemy behaviors and combat mechanics
  • Strengthened understanding of FPS gameplay mechanics and their technical implementation
Back

Ascension Zero

About

A third-person fighter RPG where players start as ordinary humans and grow stronger through training and battles, unlocking superhuman abilities and energy control. With full character customization, dungeon-style missions, and a ranking system based on power level, players progress from basic combat to god-like strength.

Project Info

Introduction

Era Code is a top-down defense shooter that I developed solo using Unity as part of my first game jam 'Devtober', where developers create and submit a game by the end of October. In this game, players take on the role of a "Decoder" resistance member fighting against the Synthionix corporation, using a unique "DECODE Glove" to generate weapons and abilities. The game combines strategic defensive gameplay with deep progression systems, challenging players to defend their position against waves of synthetic enemies called 'Synthoids'.

Weapon Systems & Combat Design

One of my proudest achievements in this project was designing and implementing a comprehensive weapon system that emphasizes player choice and progression. Each weapon category (SMGs, ARs, pistols, rocket launchers, and LMGs) features unique characteristics including damage outputs, fire rates, and magazine capacities. I implemented a special slot system where the first slot is reserved for pistols with infinite ammo as a reliable fallback option, while the remaining four slots can accommodate any other weapon type, encouraging strategic loadout decisions.

The weapon system includes visual feedback elements such as distinctive bullet tracers for different weapon types, creating a more immersive combat experience. Each weapon's behavior and statistics are fully configurable, allowing for easy balancing and expansion of the arsenal.

Pistol and Sniper Showcase
SMG and LMG Showcase

Economy & Progression Framework

I developed an intuitive economy system centered around "Synthium" - a resource players earn through combat and level completion. This system integrates seamlessly with the weapon shop and progression mechanics, where players can purchase, upgrade, and manage their arsenal. The shop interface dynamically updates to show level-locked weapons, available upgrades, and ammunition stocks, all tied to the player's progression.

The inventory system I crafted maintains persistent data across gaming sessions, tracking unlocked weapons, equipped loadouts, ammunition counts, and currency. This required implementing a robust save/load system that preserves player progress and loadout configurations between levels and game sessions.

Weapon Shop

Dynamic Wave System Architecture

I engineered a flexible wave spawning system that balances complexity with designer usability. The system uses configurable spawn intervals and waypoints, allowing for precise control over enemy spawn timing, locations, and behaviors. Each wave can be customized to create varying intensity levels, from methodical encounters to overwhelming hordes, with clear signaling to players about wave types (normal, horde, or boss waves).

A key optimization I implemented was streamlining the spawn interval configuration. Initially requiring individual enemy spawn definitions, I redesigned the system to use duration-based spawn intervals with frequency controls, significantly improving both system performance and level design efficiency.

Initial concept
Wave One configuration and Level Manager
Initial concept
Wave Two configuration
Final result
Wave Three configuration

Advanced Enemy Behavior System

I developed an efficient enemy pathing system that evolved from a traditional NavMesh approach to a more optimized waypoint-based solution. This not only reduced level setup time and memory usage but also provided more precise control over enemy movement patterns. The system uses predefined paths from spawn points to attack positions, creating natural-looking enemy advancement patterns.

To solve the challenge of enemy clustering, I implemented a sophisticated attack point system with front and back row positions. This system includes a queue-based position management algorithm that ensures enemies naturally spread out along the defensive wall, creating more tactical combat scenarios while maintaining performance with large enemy counts.

Visual on enemy waypoint and scatter behavior

What I Learned

  • Strengthened competency in complex gameplay systems design and implementation while maintaining clean, maintainable code architecture
  • Developed skills in optimizing game systems, transforming complex mechanics into efficient, scalable solutions
  • Gained experience in creating designer-friendly tools and systems that balance flexibility with usability
  • Enhanced problem-solving abilities through iterative development and system optimization
  • Strengthened proficiency in Unity's toolset while building custom gameplay frameworks
  • Learned to effectively manage scope and prioritize features as a solo developer

Skills & Expertise

Programming Languages

C++
75
C#
70

Game Engines

Unity
60
Unreal Engine
65

Development Practices

Agile Scrum
65
Git
75

Technical Skills

Gameplay Systems
65
UI/UX
50
Physics
60

Core Competencies

Problem Solving
80
Team Collaboration
75
Adaptability
85
Game Passion
100

Contact Me

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